package org.jrenner.fps.graphics;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.attributes.BlendingAttribute;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.attributes.DepthTestAttribute;
import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute;
import com.badlogic.gdx.graphics.g3d.model.Node;
import com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.Array;
import org.jrenner.fps.Assets;
import org.jrenner.fps.Tools;
import static com.badlogic.gdx.graphics.VertexAttributes.Usage;
public class ModelManager {
public static ModelManager inst;
private Array<Model> list;
private Model playerModel;
private Model billboardTestModel;
public ModelManager() {
list = new Array<>();
inst = this;
}
public void init() {
createPlayerModel();
createBillboardTest();
}
/** players are represented by cubes, with another cube marking the direction it is facing */
public void createPlayerModel() {
ModelBuilder mb = new ModelBuilder();
ModelBuilder mb2 = new ModelBuilder();
long attr = Usage.Position | Usage.Normal;
float r = 0.5f;
float g = 1f;
float b = 0.75f;
Material material = new Material(ColorAttribute.createDiffuse(new Color(r, g, b, 1f)));
Material faceMaterial = new Material(ColorAttribute.createDiffuse(Color.BLUE));
float w = 1f;
float d = w;
float h = 2f;
mb.begin();
//playerModel = mb.createBox(w, h, d, material, attr);
Node node = mb.node("box", mb2.createBox(w, h, d, material, attr));
// the face is just a box to show which direction the player is facing
Node faceNode = mb.node("face", mb2.createBox(w/2, h/2, d/2, faceMaterial, attr));
faceNode.translation.set(0f, 0f, d/2);
playerModel = mb.end();
}
public Model getPlayerModel() {
return playerModel;
}
public void createBillboardTest() {
ModelBuilder mb = new ModelBuilder();
mb.begin();
long attr = Usage.TextureCoordinates | Usage.Position | Usage.Normal;
TextureRegion region = Assets.getAtlas().findRegion("sprites/test-guy");
Material mat = new Material(TextureAttribute.createDiffuse(region.getTexture()));
boolean blended = true;
float opacity = 1f;
mat.set(new BlendingAttribute(blended, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, opacity));
MeshPartBuilder mpb = mb.part("rect", GL20.GL_TRIANGLES, attr, mat);
mpb.setUVRange(region);
// the coordinates are offset so that we can easily set the center position to align with the entity's body
float sz = 2f; // size
float b = -sz/2; // base
float max = sz/2; // max
Vector3 bl = new Vector3(b, b, 0f);
Vector3 br = new Vector3(b, max, 0f);
Vector3 tr = new Vector3(max, max, 0f);
Vector3 tl = new Vector3(max, b, 0f);
Vector3 norm = new Vector3(0f, 0f, 1f);
mpb.rect(bl, tl, tr, br, norm);
billboardTestModel = mb.end();
}
public Model getBillboardModel() {
return billboardTestModel;
}
}